how do you get cut in leaf green

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In the vast and enduring world of Pokémon, few challenges are as iconic and sought-after as obtaining the elusive Cut HM (Hidden Machine) in the classic Game Boy Advance title, Pokémon LeafGreen. This seemingly simple technique, a gatekeeper to vast swathes of the Kanto region, represents a pivotal moment in a trainer's journey. The question "how do you get Cut in Leaf Green?" is more than a query about an item location; it is an inquiry into a rite of passage, a lesson in progression, and a key narrative beat that unlocks the game's world. The process is deliberately structured, intertwining exploration, combat, and narrative advancement, teaching players the core gameplay loop of the Pokémon series.

The journey to acquire Cut is a masterclass in guided, non-linear progression. After obtaining the Boulder Badge from Brock in Pewter City and navigating the dark confines of Mt. Moon, the player arrives in Cerulean City. Here, the path forward is blocked by a small tree on Route 9, north of the city. This is the player's first encounter with a permanent field obstacle. The game visually communicates that progress is impossible without a specific tool, creating a clear objective. The immediate area, however, offers alternative paths: the route east to Vermilion City (itself blocked later by the sleeping Snorlax) and the challenge of the Cerulean Gym. Defeating Misty for the Cascade Badge is the next logical step, but it does not provide the solution to the tree. The game teaches the player that badges and key items are distinct progression systems, each unlocking different capabilities.

The critical turn of events occurs after the Cerulean Gym. Upon leaving, the player witnesses a hurried individual run past, setting the stage for the encounter in the house east of the city's Pokémon Center. Inside, a Team Rocket member has stolen a TM. Giving chase north onto Route 24 and 25 leads to the "Nugget Bridge" and a series of trainer battles, culminating in a showdown with the self-proclaimed "tough guy," the Rocket Grunt. Defeating him recovers the TM for Dig. More importantly, this victory grants access to the secluded Sea Cottage, home to Bill, the inventor of the Pokémon Storage System.

Assisting Bill, who has accidentally fused himself with a Pokémon through his teleporter experiment, is the true catalyst. As a reward for helping him revert to human form, Bill gives the player an invitation to the S.S. Anne, a luxury cruise ship docked in Vermilion City. This ticket is the tangible key that redirects the player's journey southward. The S.S. Anne is not merely a location; it is a dungeon, a social hub filled with trainers, and the stage for the next critical badge. Exploring the ship's cabins and decks is rewarding, but the paramount goal is to find the Captain in his quarters, who is suffering from seasickness. A simple act of talking to him—after which he will demonstrate his gratitude—results in the receipt of HM01: Cut.

This moment is significant. The HM is not found in a chest or bought in a shop; it is given as a gift for an act of kindness, reinforcing positive themes within the game's world. However, obtaining the HM is only half the challenge. The player cannot use Cut outside of battle immediately. A Pokémon must learn the move, and here lies the second gate: the requirement of the Cascade Badge. Misty's badge allows the use of Cut outside of battle, a clever design that ensures the player has reached a minimum level of competency (defeating two gym leaders) before the world fully opens up. This badge-based limitation on field moves is a foundational mechanic, pacing the player's exploration and ensuring they are adequately prepared for new areas.

With HM01 in hand and the Cascade Badge gleaming, the player must now decide which Pokémon will learn Cut. This decision carries weight in the early game, as HM moves cannot be forgotten without a special NPC later in the game. The move Cut itself has a base power of 50 in battle, a decent Normal-type attack for the mid-game, but its true value is utilitarian. Common choices for a "Cut slave" include a versatile Pokémon like the starter (Ivysaur or Venusaur are popular for their later Grass-type synergy), a normal-type like Rattata or Meowth, or even the utility Pokémon Paras, which can also learn other HMs like Flash and Dig. This choice introduces players to the concept of movepool management and team role assignment, even in a casual playthrough.

Finally, returning to the small tree on Route 9 and using Cut is a moment of profound satisfaction. The barrier falls away, revealing new routes, dungeons like Rock Tunnel, and the path to Lavender Town and Celadon City. This single action dramatically expands the playable map, rewarding the player's patience and systematic completion of earlier objectives. The process of getting Cut exemplifies the game's structure: a problem is presented, the player is given tools and clues to solve it through exploration and combat, and the solution unlocks further challenges. It is a microcosm of the entire Pokémon journey.

Ultimately, the quest for HM01 Cut in Pokémon LeafGreen is a perfectly designed gameplay loop. It begins with a visible obstacle, sends the player on a multi-step adventure involving key characters (Bill, the S.S. Anne Captain), requires demonstrated skill through gym battles, and concludes with a tangible expansion of the game world. It answers the question "how do you get Cut?" not just with a location, but with a narrative. It teaches players to explore thoroughly, talk to every NPC, and understand the interconnected systems of badges, HMs, and story progression. This journey for a simple field move remains one of the most memorable and effectively tutorialized sequences in role-playing game history, solidifying the player's role as a growing Pokémon trainer on the road to becoming the Champion.

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